--Various Sounds!

TS.CombineSounds = { }

function TS.AddCombineSound( id, path, text )

	local sound = { }
	
	sound.path = path;
	sound.line = text;
	
	--table.insert( TS.CombineSounds, Sound )
	
	TS.CombineSounds[id] = sound;
	
end

function ccPlayCombineSound( ply, cmd, args )

	local id = args[1];
	
	if( !ply:IsCombineDefense() ) then
		Console( ply, "Need to be Civil Protection", true )
		return;
	end	
	
	if( TS.CombineSounds[id] == nil ) then 

		Console( ply, "Invalid ID", true )
		return;
		
	end
		
	
	local sound = TS.CombineSounds[id];	
	local path = sound.path;
	
	local num = math.random( 1, 2 );
	ply:EmitSound( Sound( "npc/metropolice/vo/on" .. num .. ".wav", 55, 100 ) );
			
	local function OffVocoder()
		local num = math.random( 1, 4 );
		ply:EmitSound( Sound( "npc/metropolice/vo/off" .. num .. ".wav", 55, 100 ) );

	end
	
	local function EmitSound()
		ply:EmitSound( path, 70, 100 );
		timer.Simple( 1, OffVocoder );
	end
	
	timer.Simple( 1, EmitSound );
	
	ply:ConCommand( "say " .. sound.line )
	
end
concommand.Add( "rp_emit", ccPlayCombineSound )

function ccListVoice( ply, cmd, args ) 

	Console( ply, "List of Civil Protection Voices" );

	for _, voice in pairs( TS.CombineSounds ) do
		
		Console( ply, _ .. " - " .. voice.line );
			
	end
		
end
concommand.Add( "rp_listcpvoices", ccListVoice );

TS.AddCombineSound( "1199", "npc/metropolice/vo/11-99officerneedsassistance.wav", "/r <:: 11-99, officer needs assistance!; say 11-99, officer needs assistance!" );	
TS.AddCombineSound( "administer", "npc/metropolice/vo/administer.wav","<:: Administer.");
TS.AddCombineSound( "affirmative", "npc/metropolice/vo/affirmative.wav", "/r <:: Affirmative.");
TS.AddCombineSound( "youcango", "npc/metropolice/vo/allrightyoucango.wav", "<:: All right, you can go.");
TS.AddCombineSound( "movein", "npc/metropolice/vo/allunitsmovein.wav", "/r <:: All units, move in.");
TS.AddCombineSound( "amputate", "npc/metropolice/vo/amputate.wav",  "<:: Amputate.");
TS.AddCombineSound( "anticitizen", "npc/metropolice/vo/anticitizen.wav",  "<:: Anticitizen.");
TS.AddCombineSound( "apply", "npc/metropolice/vo/apply.wav", "<:: Apply.");
TS.AddCombineSound( "cauterize", "npc/metropolice/vo/cauterize.wav", "<:: Cauterize.");
TS.AddCombineSound( "miscount", "npc/metropolice/vo/checkformiscount.wav", "/r <:: Check for miscount.");
TS.AddCombineSound( "chuckle", "npc/metropolice/vo/chuckle.wav", "/me chuckles");
TS.AddCombineSound( "citizen", "npc/metropolice/vo/citizen.wav", "<:: Citizen.");
TS.AddCombineSound( "control100percent", "npc/metropolice/vo/control100percent.wav", "/r <:: Control is 100 percent at this location. No sign of that 647-E.");
TS.AddCombineSound( "controlsection", "npc/metropolice/vo/controlsection.wav", "<:: Control section.");
TS.AddCombineSound( "converging", "npc/metropolice/vo/converging.wav", "<:: Converging.");
TS.AddCombineSound( "copy", "npc/metropolice/vo/copy.wav", "/r <:: Copy.");
TS.AddCombineSound( "coverme", "npc/metropolice/vo/covermegoingin.wav", "<:: Cover me, I'm going in!");
TS.AddCombineSound( "trespass", "npc/metropolice/vo/criminaltrespass63.wav", "/r <:: 6-3 Criminal Trespass.");
TS.AddCombineSound( "destroythatcover", "npc/metropolice/vo/destroythatcover.wav", "<:: Destroy that cover!");
TS.AddCombineSound( "introuble", "npc/metropolice/vo/dispatchineed10-78.wav", "/r <:: Dispatch, I need 10-78. Officer in trouble!");
TS.AddCombineSound( "document", "npc/metropolice/vo/document.wav", "<:: Document.");
TS.AddCombineSound( "dontmove", "npc/metropolice/vo/dontmove.wav", "<:: Don't move!");
TS.AddCombineSound( "verdictadministered", "npc/metropolice/vo/finalverdictadministered.wav", "/r <:: Final verdict administered.");
TS.AddCombineSound( "finalwarning", "npc/metropolice/vo/finalwarning.wav", "Final warning.");
TS.AddCombineSound( "firstwarningmove", "npc/metropolice/vo/firstwarningmove.wav", "<:: First warning. Move away.");
TS.AddCombineSound( "getdown", "npc/metropolice/vo/getdown.wav", "/y <:: Get down!");
TS.AddCombineSound( "getoutofhere", "npc/metropolice/vo/getoutofhere.wav", "<:: Get out of here.");
TS.AddCombineSound( "grenade", "npc/metropolice/vo/grenade.wav", "/y <:: Grenade!");
TS.AddCombineSound( "help", "npc/metropolice/vo/help.wav", "/y <:: Help!");
TS.AddCombineSound( "hesrunning", "npc/metropolice/vo/hesrunning.wav", "/r <:: He's running!");
TS.AddCombineSound( "holdit", "npc/metropolice/vo/holdit.wav", "/y <:: Hold it!");
TS.AddCombineSound( "investigate", "npc/metropolice/vo/investigate.wav", "/r <:: Investigate.");
TS.AddCombineSound( "investigating", "npc/metropolice/vo/investigating10-103.wav", "/r <:: Investigating 10-103.");
TS.AddCombineSound( "movealong", "npc/metropolice/vo/isaidmovealong.wav", "<:: I said move along.");
TS.AddCombineSound( "isolate", "npc/metropolice/vo/isolate.wav","<:: Isolate.");
TS.AddCombineSound( "keepmoving", "npc/metropolice/vo/keepmoving.wav", "<:: Keep moving.");
TS.AddCombineSound( "location", "npc/metropolice/vo/location.wav", "/r <:: Location.");
TS.AddCombineSound( "nowgetoutofhere", "npc/metropolice/vo/nowgetoutofhere.wav", "<:: Now get out of here.");
TS.AddCombineSound( "officerneedshelp", "npc/metropolice/vo/officerneedshelp.wav", "/r <:: Officer needs help!");
TS.AddCombineSound( "prosecute", "npc/metropolice/vo/prosecute.wav", "<:: Prosecute.");
TS.AddCombineSound( "residentialblock", "npc/metropolice/vo/residentialblock.wav", "/r <:: Residential block.");
TS.AddCombineSound( "rogerthat", "npc/metropolice/vo/rodgerthat.wav", "/r <:: Roger that.");
TS.AddCombineSound( "searchingforsuspect", "npc/metropolice/vo/searchingforsuspect.wav", "/r <:: Searching for suspect, no status.");
TS.AddCombineSound( "shit", "npc/metropolice/vo/shit.wav", "/y <:: Shit!");
TS.AddCombineSound( "sweepingforsuspect", "npc/metropolice/vo/sweepingforsuspect.wav", "/r <:: Sweeping for suspect.");
TS.AddCombineSound( "thereheis", "npc/metropolice/vo/thereheis.wav", "/y <:: There he is!");
TS.AddCombineSound( "unlawfulentry", "npc/metropolice/vo/unlawfulentry603.wav", "/r <:: 603, unlawful entry.");
TS.AddCombineSound( "vacatecitizen", "npc/metropolice/vo/vacatecitizen.wav", "<:: Vacate, citizen.");
TS.AddCombineSound( "malcompliance", "npc/metropolice/vo/youwantamalcomplianceverdict.wav", "<:: You want a malcompliance verdict?");
TS.AddCombineSound( "uknockedit", "npc/metropolice/vo/youknockeditover.wav", "Y<:: ou knocked it over, pick it up." );
TS.AddCombineSound( "backup", "vo/trainyard/ba_backup.wav", "<:: Back up." );
TS.AddCombineSound( "goon", "vo/trainyard/ba_goon.wav", "<:: Go on..." );
TS.AddCombineSound( "getinhere", "vo/trainyard/ba_inhere01.wav", "<:: Get in here." );
TS.AddCombineSound( "isaidmove", "vo/trainyard/ba_move01.wav", "/y <:: I SAID MOVE!" );
TS.AddCombineSound( "noimgood", "vo/trainyard/ba_noimgood.wav", "<:: No, I'm good." );
TS.AddCombineSound( "pickupcan", "npc/metropolice/vo/pickupthecan1.wav", "<:: Pick up that can." );
TS.AddCombineSound( "pickupcan2", "npc/metropolice/vo/pickupthecan3.wav", "<:: I said, pick up the can." );
TS.AddCombineSound( "putintrash", "npc/metropolice/vo/putitinthetrash.wav", "<:: Now, put it in the trashcan." );
TS.AddCombineSound( "needanyhelp", "npc/metropolice/vo/needanyhelpwiththisone.wav", "<:: Need any help with this one?" );
TS.AddCombineSound( "backmeupimout", "npc/metropolice/vo/backmeupImout.wav", "/y <:: Back me up I'm out!");
TS.AddCombineSound( "cprequestsallunitsreportin", "npc/metropolice/vo/cprequestsallunitsreportin.wav", "/r <:: CP requests all units uh... Location report in.");
TS.AddCombineSound( "firingtoexposetarget", "npc/metropolice/vo/examine.wav", "<:: Examine.");
TS.AddCombineSound( "getoutofhere", "npc/metropolice/vo/getoutofhere.wav", "<:: Get out of here.");
TS.AddCombineSound( "holditrightthere", "npc/metropolice/vo/examine.wav", "/y <:: Hold it right there!");
TS.AddCombineSound( "inject", "npc/metropolice/vo/inject.wav", "<:: Inject.");
TS.AddCombineSound( "lookingfortrouble", "npc/metropolice/vo/examine.wav", "<:: Looking for trouble?");
TS.AddCombineSound( "lookout", "npc/metropolice/vo/lookout.wav", "/r <:: Look out!");
TS.AddCombineSound( "move", "npc/metropolice/vo/move.wav", "<:: Move.");
TS.AddCombineSound( "movebackrightnow", "npc/metropolice/vo/movebackrightnow.wav", "/y <:: Move back, right now!");
TS.AddCombineSound( "moveit", "npc/metropolice/vo/moveit.wav", "/y <:: Move it!");
TS.AddCombineSound( "pickupthecan3", "npc/metropolice/vo/pickupthecan2.wav", "<:: Pick, up, the can.");
TS.AddCombineSound( "preparefor1015", "npc/metropolice/vo/preparefor1015.wav", "/r <:: Prepare for 10-15.");
TS.AddCombineSound( "prepareforjudgement", "npc/metropolice/vo/prepareforjudgement.wav", "<:: Suspect, prepare to recieve civil judgement!");
TS.AddCombineSound( "readytoamputate", "npc/metropolice/vo/readytoamputate.wav", "<:: Ready to amputate.");
TS.AddCombineSound( "responding2", "npc/metropolice/vo/examine.wav", "/r <:: Responding.");
TS.AddCombineSound( "sentencedelivered", "npc/metropolice/vo/sentencedelivered.wav", "/r <:: Sentence delivered.");
TS.AddCombineSound( "sterilize", "npc/metropolice/vo/sterilize.wav", "<:: Sterilize.");
TS.AddCombineSound( "suspectisbleeding", "npc/metropolice/vo/suspectisbleeding.wav", "<:: Suspect is bleeding from multiple wounds.");
TS.AddCombineSound( "suspectlocationisunknown", "npc/metropolice/vo/suspectlocationisunknown.wav", "<:: Suspect location is unknown.");
TS.AddCombineSound( "thereheis", "npc/metropolice/vo/thereheis.wav", "/r <:: There he is!");
TS.AddCombineSound( "thisisyoursecondwarning", "npc/metropolice/vo/thisisyoursecondwarning.wav", "<:: This is your second warning.");
TS.AddCombineSound( "putitinthetrash1", "npc/metropolice/vo/putinthetrash1.wav", "<:: Now, put it, in the trash can.");
TS.AddCombineSound( "putitinthetrash2", "npc/metropolice/vo/putinthetrash2.wav", "<:: Put it in the trash can.");
TS.AddCombineSound( "unitisonduty108", "npc/metropolice/vo/unitisonduty10-8.wav", "/r <:: Unit is on duty, 10-8.");
TS.AddCombineSound( "wearesociostable", "npc/metropolice/vo/wearesociostablethislocation.wav", "/r <:: We are sociostable at this location.");
	
TS.HumanSounds = { }	
	
function TS.AddHumanSounds( id, path, text, female )

	local sound = { }
	
	sound.path = path;
	sound.line = text
	sound.female = female
	
	TS.HumanSounds[id] = sound;

end

function ccPlayHumanSound( ply, cmd, args )

	local id = args[1]
	
	if( ply:IsCombineDefense() ) then 
		Console( ply, "You need to be a citizen.", true );
		return;
	end	
	
	if( TS.HumanSounds[id] == nil ) then 

		Console( ply, "Invalid ID", true );
		return;
		
	end
		
	local sound = TS.HumanSounds[id]
	local path = sound.path
	
	if( ply:IsFemale() ) then
		path = sound.female
	end
	
	util.PrecacheSound( path );
	ply:EmitSound( path, 65, 100 );
	
	ply:ConCommand( "say " .. sound.line )
	
end
concommand.Add( "rp_playsound", ccPlayHumanSound )

function ccListVoice( ply, cmd, args ) 

	Console( ply, "List of Human Voices" );

	for k, voice in pairs( TS.HumanSounds ) do
		
		Console( ply, k .. " - " .. voice.line );
			
	end
		
end
concommand.Add( "rp_listvoices", ccListVoice );

TS.AddHumanSounds( "dontthink", "vo/npc/male01/question01.wav", "I don't think this war is ever gonna end.", "vo/npc/female01/question01.wav" );
TS.AddHumanSounds( "sellinsurance", "vo/npc/male01/question02.wav", "To think! All I wanted to do was sell insurance.", "vo/npc/female01/question02.wav" );
TS.AddHumanSounds( "dontdream", "vo/npc/male01/question03.wav", "I don't dream anymore.", "vo/npc/female01/question03.wav" );
TS.AddHumanSounds( "whoamikid", "vo/npc/male01/question04.wav", "When this is all over I'm... nah, who am I kidding.", "vo/npc/female01/question04.wav" );
TS.AddHumanSounds( "dejavu", "vo/npc/male01/question05.wav", "Woah. Dejavu.", "vo/npc/female01/question05.wav" );
TS.AddHumanSounds( "dreamcheese", "vo/npc/male01/question06.wav", "Sometimes.. I dream about cheese.", "vo/npc/female01/question06.wav" );
TS.AddHumanSounds( "smellthat", "vo/npc/male01/question07.wav", "You smell that? It's freedom.", "vo/npc/female01/question07.wav" );
TS.AddHumanSounds( "doctorbreen", "vo/npc/male01/question08.wav", "If I ever get my hands on Doctor Breen..", "vo/npc/female01/question08.wav" );
TS.AddHumanSounds( "eatahorse", "vo/npc/male01/question09.wav", "I could eat a horse! Hooves and all..", "vo/npc/female01/question09.wav" );
TS.AddHumanSounds( "cantbelieve", "vo/npc/male01/question10.wav", "I can't believe this day has finally come!", "vo/npc/female01/question10.wav" );
TS.AddHumanSounds( "partofplan", "vo/npc/male01/question11.wav", "I'm pretty sure this isn't part of the plan.", "vo/npc/female01/question11.wav" );
TS.AddHumanSounds( "gettingworse", "vo/npc/male01/question12.wav", "Looks to me like things are getting worse, not better.", "vo/npc/female01/question12.wav" );
TS.AddHumanSounds( "ificouldlive", "vo/npc/male01/question13.wav", "If I could live my life over again..", "vo/npc/female01/question13.wav" );
TS.AddHumanSounds( "remindsme", "vo/npc/male01/question14.wav", "I'm not even gonna tell you what that reminds me of.", "vo/npc/female01/question14.wav" );
TS.AddHumanSounds( "stalkeroutofme", "vo/npc/male01/question15.wav", "They're never gonna make a stalker out of me!", "vo/npc/female01/question15.wav" );
TS.AddHumanSounds( "changeintheair", "vo/npc/male01/question16.wav", "Finally! Change is in the air!", "vo/npc/female01/question16.wav" );
TS.AddHumanSounds( "feelit", "vo/npc/male01/question17.wav", "You feel it? I feel it.", "vo/npc/female01/question17.wav" );
TS.AddHumanSounds( "dontfeelanything", "vo/npc/male01/question18.wav", "I don't feel anything anymore.", "vo/npc/female01/question18.wav" );
TS.AddHumanSounds( "shower", "vo/npc/male01/question19.wav", "I can't remember the last time I had a shower.", "vo/npc/female01/question19.wav" );
TS.AddHumanSounds( "badmemory", "vo/npc/male01/question20.wav", "Some day.. this'll all be a bad memory.", "vo/npc/female01/question20.wav" );
TS.AddHumanSounds( "bettingman", "vo/npc/male01/question21.wav", "I'm not a betting man, but the odds are not good.", "vo/npc/female01/question21.wav" );
TS.AddHumanSounds( "anyonecare", "vo/npc/male01/question22.wav", "Doesn't anyone care what I think?", "vo/npc/female01/question22.wav" );
TS.AddHumanSounds( "tune", "vo/npc/male01/question23.wav", "I can't get this tune out of my head! *whistles*", "vo/npc/female01/question23.wav" );
TS.AddHumanSounds( "oneofthosedays", "vo/npc/male01/question25.wav", "I just knew it was gonna be one of those days.", "vo/npc/female01/question25.wav" );
TS.AddHumanSounds( "bullshit", "vo/npc/male01/question26.wav", "This is bullshit!", "vo/npc/female01/question26.wav" );
TS.AddHumanSounds( "atesomethingbad", "vo/npc/male01/question27.wav", "I think I ate something bad..", "vo/npc/female01/question27.wav" );
TS.AddHumanSounds( "hungry", "vo/npc/male01/question28.wav", "God I'm hungry!", "vo/npc/female01/question28.wav" );
TS.AddHumanSounds( "imgonnamate", "vo/npc/male01/question29.wav", "When this is all over, I'm gonna mate.", "vo/npc/female01/question29.wav" );
TS.AddHumanSounds( "nokidsaround", "vo/npc/male01/question30.wav", "I'm glad there's no kids around to see this.", "vo/npc/female01/question30.wav" );

TS.AddHumanSounds( "alloveryou", "vo/npc/male01/answer01.wav", "That's you all over.", "vo/npc/female01/answer01.wav" );
TS.AddHumanSounds( "againstyou", "vo/npc/male01/answer02.wav", "I won't hold it against you.", "vo/npc/female01/answer02.wav" );
TS.AddHumanSounds( "figures", "vo/npc/male01/answer03.wav", "Figures.", "vo/npc/female01/answer03.wav" );
TS.AddHumanSounds( "dwell", "vo/npc/male01/answer04.wav", "Try not to dwell on it.", "vo/npc/female01/answer04.wav" );
TS.AddHumanSounds( "talklater", "vo/npc/male01/answer05.wav", "Can we talk about this later?", "vo/npc/female01/answer05.wav" );
TS.AddHumanSounds( "samehere", "vo/npc/male01/answer07.wav", "Same here.", "vo/npc/female01/answer07.wav" );
TS.AddHumanSounds( "iknowhatumean", "vo/npc/male01/answer08.wav", "I know what you mean.", "vo/npc/female01/answer08.wav" );
TS.AddHumanSounds( "talking2self", "vo/npc/male01/answer09.wav", "You're talking to yourself again.", "vo/npc/female01/answer09.wav" );
TS.AddHumanSounds( "tooloud", "vo/npc/male01/answer10.wav", "I wouldn't say that too loud.", "vo/npc/female01/answer10.wav" );
TS.AddHumanSounds( "tombstone", "vo/npc/male01/answer11.wav", "I'll put it on your tombstone!", "vo/npc/female01/answer11.wav" );
TS.AddHumanSounds( "thinking", "vo/npc/male01/answer12.wav", "It doesn't bear thinking about.", "vo/npc/female01/answer12.wav" );
TS.AddHumanSounds( "withyou", "vo/npc/male01/answer13.wav", "I'm with you.", "vo/npc/female01/answer13.wav" );
TS.AddHumanSounds( "youmeboth", "vo/npc/male01/answer14.wav", "Heh! You and me both.", "vo/npc/female01/answer14.wav" );
TS.AddHumanSounds( "lookingatit", "vo/npc/male01/answer15.wav", "Thaaats... one way of looking at it.", "vo/npc/female01/answer15.wav" );
TS.AddHumanSounds( "originalthouht", "vo/npc/male01/answer16.wav", "Have you ever had an original thought?", "vo/npc/female01/answer16.wav" );
TS.AddHumanSounds( "shutup", "vo/npc/male01/answer17.wav", "I'm not even gonna tell you to shut up.", "vo/npc/female01/answer17.wav" );
TS.AddHumanSounds( "concentrate", "vo/npc/male01/answer18.wav", "Let's concentrate on the task at hand!", "vo/npc/female01/answer18.wav" );
TS.AddHumanSounds( "mindwork", "vo/npc/male01/answer19.wav", "Keep your mind on your work!", "vo/npc/female01/answer19.wav" );
TS.AddHumanSounds( "gutter", "vo/npc/male01/answer20.wav", "Your mind is in the gutter.", "vo/npc/female01/answer20.wav" );
TS.AddHumanSounds( "sosure", "vo/npc/male01/answer21.wav", "Don't be so sure of that.", "vo/npc/female01/answer21.wav" );
TS.AddHumanSounds( "youneverknow", "vo/npc/male01/answer22.wav", "You never know.", "vo/npc/female01/answer22.wav" );
TS.AddHumanSounds( "nevertell", "vo/npc/male01/answer23.wav", "You never can tell.", "vo/npc/female01/answer23.wav" );
TS.AddHumanSounds( "tellingme", "vo/npc/male01/answer24.wav", "Why are you telling ME?", "vo/npc/female01/answer24.wav" );
TS.AddHumanSounds( "howaboutthat", "vo/npc/male01/answer25.wav", "How about that?", "vo/npc/female01/answer25.wav" );
TS.AddHumanSounds( "informationrequire", "vo/npc/male01/answer26.wav", "That's more information than I require.", "vo/npc/female01/answer26.wav" );
TS.AddHumanSounds( "wannabet", "vo/npc/male01/answer27.wav", "Heheh, wanna bet?", "vo/npc/female01/answer27.wav" );
TS.AddHumanSounds( "dime", "vo/npc/male01/answer28.wav", "I wish I had a dime for every time somebody said that.", "vo/npc/female01/answer28.wav" );
TS.AddHumanSounds( "doaboutit", "vo/npc/male01/answer29.wav", "What am I supposed to do about it?", "vo/npc/female01/answer29.wav" );
TS.AddHumanSounds( "talkingtome", "vo/npc/male01/answer30.wav", "You talkin to me?", "vo/npc/female01/answer30.wav" );
TS.AddHumanSounds( "talkbutt", "vo/npc/male01/answer31.wav", "You should nip that kind of talk in the butt.", "vo/npc/female01/answer31.wav" );
TS.AddHumanSounds( "righton", "vo/npc/male01/answer32.wav", "Right on!", "vo/npc/female01/answer32.wav" );
TS.AddHumanSounds( "argument", "vo/npc/male01/answer33.wav", "No argument there.", "vo/npc/female01/answer33.wav" );
TS.AddHumanSounds( "hawaii", "vo/npc/male01/answer34.wav", "Don't forget Hawaii!", "vo/npc/female01/answer34.wav" );
TS.AddHumanSounds( "trynot", "vo/npc/male01/answer35.wav", "Try not to let it get to you.", "vo/npc/female01/answer35.wav ");
TS.AddHumanSounds( "firsttime", "vo/npc/male01/answer36.wav", "Wouldn't be the first time.", "vo/npc/female01/answer36.wav" );
TS.AddHumanSounds( "sureaboutthat", "vo/npc/male01/answer37.wav", "You sure about that?", "vo/npc/female01/answer37.wav" );
TS.AddHumanSounds( "leavealone", "vo/npc/male01/answer38.wav", "Leave it alone.", "vo/npc/female01/answer38.wav" );
TS.AddHumanSounds( "enough", "vo/npc/male01/answer39.wav", "That's enough out of you.", "vo/npc/female01/answer39.wav" );
TS.AddHumanSounds( "firsttimeeverything", "vo/npc/male01/answer40.wav", "There's a first time for everything.", "vo/npc/female01/answer40.wav" );

TS.AddHumanSounds( "combine", "vo/npc/male01/combine01.wav", "/y Combine!", "vo/npc/female01/combine01.wav" );
TS.AddHumanSounds( "doingsomething", "vo/npc/male01/doingsomething.wav", "Shouldn't we.. uhh.. be doing something?", "vo/npc/female01/doingsomething.wav" );
TS.AddHumanSounds( "excuseme", "vo/npc/male01/excuseme01.wav", "Excuse me.", "vo/npc/female01/excuseme01.wav" );
TS.AddHumanSounds( "fantastic", "vo/npc/male01/fantastic01.wav", "Fantastic!", "vo/npc/female01/fantastic.wav" );
TS.AddHumanSounds( "finally", "vo/npc/male01/finally.wav", "Finally.", "vo/npc/female01/finally.wav" );
TS.AddHumanSounds( "gethellout", "vo/npc/male01/gethellout.wav", "/y Get the hell out of here!", "vo/npc/female01/gethellout.wav" );
TS.AddHumanSounds( "goodgod", "vo/npc/male01/goodgod.wav", "Good god!", "vo/npc/female01/goodgod.wav" );
TS.AddHumanSounds( "gotone1", "vo/npc/male01/gotone01.wav", "Got one!", "vo/npc/female01/gotone01.wav" );
TS.AddHumanSounds( "gotone2", "vo/npc/male01/gotone02.wav", "Hahah! I got one!", "vo/npc/female01/.wav" );
TS.AddHumanSounds( "help", "vo/npc/male01/help01.wav", "/y HELP!", "vo/npc/female01/help01.wav" );
TS.AddHumanSounds( "hi", "vo/npc/male01/hi01.wav", "Hi.", "vo/npc/female01/hi01.wav" );
TS.AddHumanSounds( "illstayhere", "vo/npc/male01/illstayhere01.wav", "I'll stay here.", "vo/npc/female01/illstayhere01.wav" );
TS.AddHumanSounds( "leadtheway", "vo/npc/male01/leadtheway01.wav", "You lead the way!", "vo/npc/female01/leadtheway01.wav" );
TS.AddHumanSounds( "letsgo", "vo/npc/male01/letsgo01.wav", "/y Let's go!", "vo/npc/female01/letsgo01.wav" );
TS.AddHumanSounds( "noscream1", "vo/npc/male01/no01.wav", "No! NO!", "vo/npc/female01/no01.wav" );
TS.AddHumanSounds( "noscream2", "vo/npc/male01/no02.wav", "/y Noooooo!", "vo/npc/female01/no02.wav" );
TS.AddHumanSounds( "imready", "vo/npc/male01/okimready01.wav", "Ok, I'm ready.", "vo/npc/female01/okimready01.wav" );
TS.AddHumanSounds( "oneforme", "vo/npc/male01/oneforme.wav", "One for me and one... for me.", "vo/npc/female01/oneforme.wav" );
TS.AddHumanSounds( "overhere", "vo/npc/male01/overhere01.wav", "/y Hey, over here!", "vo/npc/female01/overhere01.wav" );
TS.AddHumanSounds( "runforyourlife", "vo/npc/male01/runforyourlife01.wav", "/y Run for your life!", "vo/npc/female01/runforyourlife.wav" );
TS.AddHumanSounds( "sorry", "vo/npc/male01/sorry01.wav", "Sorry.", "vo/npc/female01/sorry01.wav" );
TS.AddHumanSounds( "heregoesnothing", "vo/npc/male01/squad_affirm06.wav", "Here goes nothing.", "vo/npc/female01/squad_affirm06.wav" );
TS.AddHumanSounds( "run", "vo/npc/male01/strider_run.wav", "/y Ruuuuun!", "vo/npc/female01/strider_run.wav" );
TS.AddHumanSounds( "donicely", "vo/npc/male01/thislldonicely01.wav", "This'll do nicely!", "vo/npc/female01/thislldonicely01.wav" );
TS.AddHumanSounds( "waitingsomebody", "vo/npc/male01/waitingsomebody.wav", "You waiting for somebody?", "vo/npc/female01/waitingsomebody.wav" );
TS.AddHumanSounds( "whoops", "vo/npc/male01/whoops01.wav", "Whoops.", "vo/npc/female01/whoops01.wav" );
TS.AddHumanSounds( "yeah", "vo/npc/male01/yeah02.wav", "Yeah!", "vo/npc/female01/yeah02.wav" );
TS.AddHumanSounds( "yougotit", "vo/npc/male01/yougotit02.wav", "You got it!", "vo/npc/female01/yougotit.wav" );
TS.AddHumanSounds( "cough", "ambient/voices/cough2.wav", "/me coughs", "ambient/voices/cough3.wav" );
--[[
TS.AddHumanSounds( "acceptchrage", "vo/npc/vortigaunt/acceptcharge.wav", "Accept the charge", "vo/npc/vortigaunt/acceptcharge" );
TS.AddHumanSounds( "acceptenergy", "vo/npc/vortigaunt/acceptenergy.wav", "Accept... energy", "vo/npc/vortigaunt/acceptenergy" );
TS.AddHumanSounds( "affirmed", "vo/npc/vortigaunt/affirmed.wav", "Affirmed", "vo/npc/vortigaunt/affirmed" );
TS.AddHumanSounds( "alldear", "vo/npc/vortigaunt/alldear.wav", "We have lost all dear to us", "vo/npc/vortigaunt/alldear" );
TS.AddHumanSounds( "accompany", "vo/npc/vortigaunt/accompany.wav", "Glady we accompany", "vo/npc/vortigaunt/accompany" );
TS.AddHumanSounds( "allfornow", "vo/npc/vortigaunt/allfornow.wav", "That is all for now", "vo/npc/vortigaunt/allfornow" );
TS.AddHumanSounds( "allinoneinall", "vo/npc/vortigaunt/allinoneinall.wav", "/y All in one and one in all", "vo/npc/vortigaunt/allinoneinall.wav" );
TS.AddHumanSounds( "allowme", "vo/npc/vortigaunt/allowme.wav", "Allow me", "vo/npc/vortigaunt/allowme" );
TS.AddHumanSounds( "allwecanspare", "vo/npc/vortigaunt/allwecanspare.wav", "That is all we can spare", "vo/npc/vortigaunt/allwecanspare" );
TS.AddHumanSounds( "allwehave", "vo/npc/vortigaunt/allwehave.wav", "All we have.. is yours", "vo/npc/vortigaunt/allwehave" );
TS.AddHumanSounds( "assent", "vo/npc/vortigaunt/assent.wav", "Assent", "vo/npc/vortigaunt/assent" );
TS.AddHumanSounds( "asyouwish", "vo/npc/vortigaunt/asyouwish.wav", "As you wish", "vo/npc/vortigaunt/asyouwish" );
TS.AddHumanSounds( "beofservice", "vo/npc/vortigaunt/beofservice.wav", "Can we be of service?", "vo/npc/vortigaunt/beofservice" );
TS.AddHumanSounds( "bodyyours", "vo/npc/vortigaunt/bodyyours.wav", "This body is yours to command", "vo/npc/vortigaunt/bodyyours" );
TS.AddHumanSounds( "calm", "vo/npc/vortigaunt/calm.wav", "Calmm.....your self", "vo/npc/vortigaunt/calmm" );
TS.AddHumanSounds( "canconvince", "vo/npc/vortigaunt/canconvince.wav", "Can we not convince you other wise?", "vo/npc/vortigaunt/canconvince" );
TS.AddHumanSounds( "caution", "vo/npc/vortigaunt/caution.wav", "/y Caution", "vo/npc/vortigaunt/caution" );
TS.AddHumanSounds( "certainly", "vo/npc/vortigaunt/certainly.wav", "Certainly", "vo/npc/vortigaunt/certainly" );
TS.AddHumanSounds( "dedicate", "vo/npc/vortigaunt/dedicate.wav", "We dedicate ourselves to your.. purpose.", "vo/npc/vortigaunt/dedicate" );
TS.AddHumanSounds( "done", "vo/npc/vortigaunt/done.wav", "Done!", "vo/npc/vortigaunt/done" );
TS.AddHumanSounds( "dreamed", "vo/npc/vortigaunt/dreamed.wav", "We have dreamed of this movement!", "vo/npc/vortigaunt/dreamed" );
TS.AddHumanSounds( "empowerus", "vo/npc/vortigaunt/empowerus.wav", "Empower us!", "vo/npc/vortigaunt/empowerus" );
TS.AddHumanSounds( "energyempower", "vo/npc/vortigaunt/energyempower.wav", "This energy empowers us!", "vo/npc/vortigaunt/energyempower" );
TS.AddHumanSounds( "fearfailed", "vo/npc/vortigaunt/fearfailed.wav", "We fear we have failed you", "vo/npc/vortigaunt/fearfailed" );
TS.AddHumanSounds( "forfeedom", "vo/npc/vortigaunt/forfreedom.wav", "/y For freedom!", "vo/npc/vortigaunt/forfreedom" );
TS.AddHumanSounds( "forward", "vo/npc/vortigaunt/forward.wav", "Forward!", "vo/npc/vortigaunt/forward" );
TS.AddHumanSounds( "giveover", "vo/npc/vortigaunt/giveover.wav", "Give over your essence!", "vo/npc/vortigaunt/giveover" );
TS.AddHumanSounds( "gladly", "vo/npc/vortigaunt/gladly.wav", "Gladly", "vo/npc/vortigaunt/gladly.wav" );
TS.AddHumanSounds( "gloriousend", "vo/npc/vortigaunt/gloriousend.wav", "To our glorious end!", "vo/npc/vortigaunt/gloriousend" );
TS.AddHumanSounds( "halt", "vo/npc/vortigaunt/halt.wav", "/y Halt!", "vo/npc/vortigaunt/halt" );
TS.AddHumanSounds( "here", "vo/npc/vortigaunt/here.wav", "Here", "vo/npc/vortigaunt/here" );
TS.AddHumanSounds( "herewestay", "vo/npc/vortigaunt/herewestay.wav", "Here we stay", "vo/npc/vortigaunt/herewestay" );
TS.AddHumanSounds( "hold", "vo/npc/vortigaunt/hold.wav", "Hold!", "vo/npc/vortigaunt/hold" );
TS.AddHumanSounds( "holdorcantcharge", "vo/npc/vortigaunt/holdorcantcharge.wav", "Hold still we cannot charge you", "vo/npc/vortigaunt/" );
TS.AddHumanSounds( "holdstill", "vo/npc/vortigaunt/holdstill.wav", "Hold still", "vo/npc/vortigaunt/holdstill" );
TS.AddHumanSounds( "honor", "vo/npc/vortigaunt/honorfollow.wav", "To our honour we follow you", "vo/npc/vortigaunt/honorfollow.wav" );
TS.AddHumanSounds( "honorours", "vo/npc/vortigaunt/honorours.wav", "The honour is ours", "vo/npc/vortigaunt/honorours" );
TS.AddHumanSounds( "hopless", "vo/npc/vortigaunt/hopeless.wav", "Our cause, seems hopless", "vo/npc/vortigaunt/hopeless" );
TS.AddHumanSounds( "ifyoumove", "vo/npc/vortigaunt/ifyoumove.wav", "If you move, we cannot help you", "vo/npc/vortigaunt/ifyoumove" );
TS.AddHumanSounds( "itishonor", "vo/npc/vortigaunt/itishonor.wav", "It is an honour", "vo/npc/vortigaunt/itishonor" );
TS.AddHumanSounds( "leadon", "vo/npc/vortigaunt/leadon.wav", "Lead on", "vo/npc/vortigaunt/leadon" );
TS.AddHumanSounds( "leadus", "vo/npc/vortigaunt/leadus.wav", "Lead us", "vo/npc/vortigaunt/leadus" );
TS.AddHumanSounds( "livetoserve", "vo/npc/vortigaunt/livetoserve.wav", "We live to serve", "vo/npc/vortigaunt/livetoserve" );
TS.AddHumanSounds( "mutual", "vo/npc/vortigaunt/mutual.wav", "Our purpose, is mutual", "vo/npc/vortigaunt/mutual" );
TS.AddHumanSounds( "mystery", "vo/npc/vortigaunt/mystery.wav", "We serve the same mystery", "vo/npc/vortigaunt/mystery" );
TS.AddHumanSounds( "nodenexus", "vo/npc/vortigaunt/nodenexus.wav", "Node and nexus, feeds upon this life!", "vo/npc/vortigaunt/nodenexus" );
TS.AddHumanSounds( "onward", "vo/npc/vortigaunt/onward.wav", "Onward!", "vo/npc/vortigaunt/onward" );
TS.AddHumanSounds( "opaque", "vo/npc/vortigaunt/opaque.wav", "Your mind is opaque", "vo/npc/vortigaunt/opaque" );
TS.AddHumanSounds( "ourplacehere", "vo/npc/vortigaunt/ourplacehere.wav", "Our place is here", "vo/npc/vortigaunt/ourplacehere" );
TS.AddHumanSounds( "passon", "vo/npc/vortigaunt/passon.wav", "/y Pass on!", "vo/npc/vortigaunt/passon" );
TS.AddHumanSounds( "persevere", "vo/npc/vortigaunt/persevere.wav", "This is more and anyone can bare, but we will persevere", "vo/npc/vortigaunt/" );
TS.AddHumanSounds( "pleasure", "vo/npc/vortigaunt/pleasure.wav", "With pleasure", "vo/npc/vortigaunt/pleasure" );
TS.AddHumanSounds( "poet", "vo/npc/vortigaunt/poet.wav", "Our finest poet dus drives us dus, karlem buck a lula mar", "vo/npc/vortigaunt/poet" );
TS.AddHumanSounds( "prepare", "vo/npc/vortigaunt/prepare.wav", "Prepare to recieve energy", "vo/npc/vortigaunt/prepare" );
TS.AddHumanSounds( "propitious", "vo/npc/vortigaunt/propitious.wav", "Propitious alliance", "vo/npc/vortigaunt/propitious" );
TS.AddHumanSounds( "reasondelay", "vo/npc/vortigaunt/reasondelay.wav", "Is there a reason for delay?", "vo/npc/vortigaunt/reasondelay" );
TS.AddHumanSounds( "regrettable", "vo/npc/vortigaunt/regrettable.wav", "This is regrettable", "vo/npc/vortigaunt/regrettable" );
TS.AddHumanSounds( "returntoall", "vo/npc/vortigaunt/returntoall.wav", "Return to the all in one", "vo/npc/vortigaunt/returntoall" );
TS.AddHumanSounds( "returnvoid", "vo/npc/vortigaunt/returnvoid.wav", "Return to the void", "vo/npc/vortigaunt/returnvoid" );
TS.AddHumanSounds( "satisfaction", "vo/npc/vortigaunt/satisfaction.wav", "Satisfaction", "vo/npc/vortigaunt/satisfaction" );
TS.AddHumanSounds( "seenworse", "vo/npc/vortigaunt/seenworse.wav", "We have survived worse, accross the ages", "vo/npc/vortigaunt/seenworse" );
TS.AddHumanSounds( "servebetterhere", "vo/npc/vortigaunt/servebetterhere.wav", "Perhaps we will serve you better here", "vo/npc/vortigaunt/servebetterhere" );
TS.AddHumanSounds( "standclear", "vo/npc/vortigaunt/standclear.wav", "Stand Clear!", "vo/npc/vortigaunt/standclear" );
TS.AddHumanSounds( "stillhere", "vo/npc/vortigaunt/stillhere.wav", "We are still here", "vo/npc/vortigaunt/stillhere" );
TS.AddHumanSounds( "surge", "vo/npc/vortigaunt/surge.wav", "We... surge!", "vo/npc/vortigaunt/surge" );
TS.AddHumanSounds( "tethercut", "vo/npc/vortigaunt/tethercut.wav", "The tether, is cut!", "vo/npc/vortigaunt/tethercut" );
TS.AddHumanSounds( "thatisall", "vo/npc/vortigaunt/thatisall.wav", "That is all!", "vo/npc/vortigaunt/thatisall" );
TS.AddHumanSounds( "tothevoid", "vo/npc/vortigaunt/tothevoid.wav", "To the void with you!", "vo/npc/vortigaunt/tothevoid" );
TS.AddHumanSounds( "troubleus", "vo/npc/vortigaunt/troubleus.wav", "That one shall trouble us no more", "vo/npc/vortigaunt/troubleus" );
TS.AddHumanSounds( "undeserving", "vo/npc/vortigaunt/undeserving.wav", "Un-deserving of consciousness", "vo/npc/vortigaunt/undeserving" );
TS.AddHumanSounds( "vanswer01", "vo/npc/vortigaunt/vanswer01.wav", "We remain unconvinced", "vo/npc/vortigaunt/vanswer01" );
TS.AddHumanSounds( "vanswer02", "vo/npc/vortigaunt/vanswer02.wav", "Your not the first to harbour such illusion", "vo/npc/vortigaunt/vanswer02" );
TS.AddHumanSounds( "vanswer03", "vo/npc/vortigaunt/vanswer03.wav", "We believe the opposite", "vo/npc/vortigaunt/vanswer03" );
TS.AddHumanSounds( "vanswer04", "vo/npc/vortigaunt/vanswer04.wav", "It is just as well", "vo/npc/vortigaunt/vanswer04" );
TS.AddHumanSounds( "vanswer05", "vo/npc/vortigaunt/vanswer05.wav", "We expected this much", "vo/npc/vortigaunt/vanswer05" );
TS.AddHumanSounds( "vanswer06", "vo/npc/vortigaunt/vanswer06.wav", "Ider speculation", "vo/npc/vortigaunt/vanswer06" );
TS.AddHumanSounds( "vanswer07", "vo/npc/vortigaunt/vanswer07.wav", "Your concern is touching", "vo/npc/vortigaunt/vanswer07" );
TS.AddHumanSounds( "vanswer08", "vo/npc/vortigaunt/vanswer08.wav", "Dont rely on it", "vo/npc/vortigaunt/vanswer08" );
TS.AddHumanSounds( "vanswer09", "vo/npc/vortigaunt/vanswer09.wav", "Assume nothing", "vo/npc/vortigaunt/vanswer09" );
TS.AddHumanSounds( "vanswer10", "vo/npc/vortigaunt/vanswer10.wav", "Nothing of the sort", "vo/npc/vortigaunt/vanswer10" );
TS.AddHumanSounds( "vanswer11", "vo/npc/vortigaunt/vanswer11.wav", "You are dilluted", "vo/npc/vortigaunt/vanswer11" );
TS.AddHumanSounds( "vanswer12", "vo/npc/vortigaunt/vanswer12.wav", "We wish you a right", "vo/npc/vortigaunt/vanswer12" );
TS.AddHumanSounds( "vanswer13", "vo/npc/vortigaunt/vanswer13.wav", "Excuse our goach versesatutes", "vo/npc/vortigaunt/vanswer13" );
TS.AddHumanSounds( "vanswer14", "vo/npc/vortigaunt/vanswer14.wav", "We beg your awareness", "vo/npc/vortigaunt/vanswer14" );
TS.AddHumanSounds( "vanswer15", "vo/npc/vortigaunt/vanswer15.wav", "Likewise we are sure", "vo/npc/vortigaunt/vanswer15" );
TS.AddHumanSounds( "vanswer16", "vo/npc/vortigaunt/vanswer16.wav", "The feeling is mutual", "vo/npc/vortigaunt/vanswer16" );
TS.AddHumanSounds( "vanswer17", "vo/npc/vortigaunt/vanswer17.wav", "This is un accustomed", "vo/npc/vortigaunt/vanswer17" );
TS.AddHumanSounds( "vortigese02", "vo/npc/vortigaunt/vortigese02.wav", "Arh glarr", "vo/npc/vortigaunt/vortigese02" );
TS.AddHumanSounds( "vortigese03", "vo/npc/vortigaunt/vortigese03.wav", "Targhla", "vo/npc/vortigaunt/vortigese03" );
TS.AddHumanSounds( "vortigese04", "vo/npc/vortigaunt/vortigese04.wav", "Glitz", "vo/npc/vortigaunt/vortigese04" );
TS.AddHumanSounds( "vortigese05", "vo/npc/vortigaunt/vortigese05.wav", "Larnggg", "vo/npc/vortigaunt/vortigese05" );
TS.AddHumanSounds( "vortigese07", "vo/npc/vortigaunt/vortigese07.wav", "Garngg", "vo/npc/vortigaunt/vortigese07" );
TS.AddHumanSounds( "vortigese08", "vo/npc/vortigaunt/vortigese08.wav", "Garlunga", "vo/npc/vortigaunt/vortigese08" );
TS.AddHumanSounds( "vortigese09", "vo/npc/vortigaunt/vortigese09.wav", "Garla lung", "vo/npc/vortigaunt/vortigese09" );
TS.AddHumanSounds( "vortigese11", "vo/npc/vortigaunt/vortigese11.wav", "Cher garling cher arla gung", "vo/npc/vortigaunt/vortigese11" );
TS.AddHumanSounds( "vortigese12", "vo/npc/vortigaunt/vortigese12.wav", "Cher long gong shalow ger", "vo/npc/vortigaunt/vortigese12" );
TS.AddHumanSounds( "vortigese13", "vo/npc/vortigaunt/vques01.wav", "We have lost all dear to us", "vo/npc/vortigaunt/vortigese14" );
TS.AddHumanSounds( "vortigese14", "vo/npc/vortigaunt/vques02.wav", "The combine will pay in kind for their deprofatai", "vo/npc/vortigaunt/vortigese14" );
TS.AddHumanSounds( "vortigese15", "vo/npc/vortigaunt/vques03.wav", "Hope is insight", "vo/npc/vortigaunt/vortigese15" );
TS.AddHumanSounds( "vortigese16", "vo/npc/vortigaunt/vques04.wav", "This marks a turning point", "vo/npc/vortigaunt/vortigese16" );
TS.AddHumanSounds( "vortigese17", "vo/npc/vortigaunt/vques05.wav", "Such pessamism will doom us all", "vo/npc/vortigaunt/vortigese017" );
TS.AddHumanSounds( "vortigese18", "vo/npc/vortigaunt/vques06.wav", "We have survived darker times", "vo/npc/vortigaunt/vortigese18" );
TS.AddHumanSounds( "vortigese19", "vo/npc/vortigaunt/vques07.wav", "We are mindful of the words of our greatest philosopher: Karponuum garnanum volminim", "vo/npc/vortigaunt/vortigese019" );
TS.AddHumanSounds( "ware", "vo/npc/vortigaunt/ware.wav", "/y Ware!", "vo/npc/vortigaunt/ware" );
TS.AddHumanSounds( "weareyours", "vo/npc/vortigaunt/weareyours.wav", "We are yours", "vo/npc/vortigaunt/weareyours" );
TS.AddHumanSounds( "weclaimyou", "vo/npc/vortigaunt/weclaimyou.wav", "We claim you", "vo/npcwehonoured/vortigaunt/weclaimyou" );
TS.AddHumanSounds( "wehonored", "vo/npc/vortigaunt/wehonored.wav", "We are honoured", "vo/npc/vortigaunt/wehonored" );
TS.AddHumanSounds( "weknowyou", "vo/npc/vortigaunt/weknowyou.wav", "We know you!", "vo/npc/vortigaunt/weknowyou" );
TS.AddHumanSounds( "weshare", "vo/npc/vortigaunt/weshare.wav", "We shall share the vortessance!", "vo/npc/vortigaunt/weshare" );
TS.AddHumanSounds( "wewillcharge", "vo/npc/vortigaunt/wewillcharge.wav", "We will charge you!", "vo/npc/vortigaunt/wewillcharge" );
TS.AddHumanSounds( "wewillhelp", "vo/npc/vortigaunt/wewillhelp.wav", "We will help you", "vo/npc/vortigaunt/wewillhelp" );
TS.AddHumanSounds( "whereto", "vo/npc/vortigaunt/whereto.wav", "Where to now? And to what end?", "vo/npc/vortigaunt/whereto" );
TS.AddHumanSounds( "worthless", "vo/npc/vortigaunt/worthless.wav", "Our life is worthless, unless spent on freedom", "vo/npc/vortigaunt/worthless" );
TS.AddHumanSounds( "yes", "vo/npc/vortigaunt/yes.wav", "Yes!", "vo/npc/vortigaunt/yes" );
TS.AddHumanSounds( "yesforward", "vo/npc/vortigaunt/yesforward.wav", "Yes, forward!", "vo/npc/vortigaunt/yesforward" );--]]

TS.OverwatchSounds = { }

function TS.AddOverwatchSounds( id, path, text )

	local sound = { }
	
	sound.path = path;
	sound.line = text
	
	TS.OverwatchSounds[id] = sound;
	
end

function ccPlayOverwatchSound( ply, cmd, args )

	local id = args[1];
	
	if( !ply:Team() == 3 or !ply:Team() == 4 ) then 
		Console( ply, "Need to be Overwatch", true )
		return;
	end	
	
	if( TS.OverwatchSounds[id] == nil ) then 

		Console( ply, "Invalid ID", true )
		return;
		
	end
		
	
	local sound = TS.OverwatchSounds[id];	
	local path = sound.path;
	
	local num = math.random( 1, 2 );
	ply:EmitSound( Sound( "npc/combine_soldier/vo/on" .. num .. ".wav", 55, 100 ) );
			
	local function OffVocoder()
		local num = math.random( 1, 3 );
		ply:EmitSound( Sound( "npc/combine_soldier/vo/off" .. num .. ".wav", 55, 100 ) );

	end
	
	local function EmitSound()
		ply:EmitSound( path, 70, 100 );
		timer.Simple( 2.01, OffVocoder );
	end
	
	timer.Simple( 1, EmitSound );
	
	ply:ConCommand( "say " .. sound.line )
	
end
concommand.Add( "rp_owemit", ccPlayOverwatchSound )

TS.AddOverwatchSounds( "hvtcontained", "npc/combine_soldier/vo/overwatchconfirmhvtcontained.wav", "/r Overwatch confirms HVT contained." )
TS.AddOverwatchSounds( "teamisdown", "npc/combine_soldier/vo/overwatchteamisdown.wav", "/r Overwatch team is down, sector not controlled." )
TS.AddOverwatchSounds( "heavyresistance", "npc/combine_soldier/vo/heavyresistance.wav", "/r Overwatch advise, very heavy resistance." )
TS.AddOverwatchSounds( "possiblehostiles", "npc/combine_soldier/vo/overwatchreportspossiblehostiles.wav", "/r Overwatch reports possible hostiles inbound." )





	
	
			

	